diff --git a/2d/dodge_the_creeps/HUD.gd b/2d/dodge_the_creeps/HUD.gd
index e817a4bc..cb6c7e31 100644
--- a/2d/dodge_the_creeps/HUD.gd
+++ b/2d/dodge_the_creeps/HUD.gd
@@ -13,7 +13,7 @@ func show_game_over():
yield($MessageTimer, "timeout")
$MessageLabel.text = "Dodge the\nCreeps"
$MessageLabel.show()
- yield(get_tree().create_timer(1), 'timeout')
+ yield(get_tree().create_timer(1), "timeout")
$StartButton.show()
diff --git a/2d/dodge_the_creeps/Main.gd b/2d/dodge_the_creeps/Main.gd
index 7695ef5f..e13c2d33 100644
--- a/2d/dodge_the_creeps/Main.gd
+++ b/2d/dodge_the_creeps/Main.gd
@@ -1,6 +1,6 @@
extends Node
-export (PackedScene) var Mob
+export(PackedScene) var Mob
var score
func _ready():
@@ -28,9 +28,9 @@ func _on_MobTimer_timeout():
$MobPath/MobSpawnLocation.offset = randi()
var mob = Mob.instance()
add_child(mob)
- var direction = $MobPath/MobSpawnLocation.rotation + PI / 2
+ var direction = $MobPath/MobSpawnLocation.rotation + TAU / 4
mob.position = $MobPath/MobSpawnLocation.position
- direction += rand_range(-PI / 4, PI / 4)
+ direction += rand_range(-TAU / 8, TAU / 8)
mob.rotation = direction
mob.linear_velocity = Vector2(rand_range(mob.min_speed, mob.max_speed), 0).rotated(direction)
# warning-ignore:return_value_discarded
diff --git a/2d/finite_state_machine/debug/states_stack_displayer.gd b/2d/finite_state_machine/debug/states_stack_displayer.gd
index 7c6ad245..79f30835 100644
--- a/2d/finite_state_machine/debug/states_stack_displayer.gd
+++ b/2d/finite_state_machine/debug/states_stack_displayer.gd
@@ -7,8 +7,8 @@ func _process(_delta):
var numbers = ""
var index = 0
for state in fsm_node.states_stack:
- states_names += state.get_name() + '\n'
- numbers += str(index) + '\n'
+ states_names += state.get_name() + "\n"
+ numbers += str(index) + "\n"
index += 1
$States.text = states_names
$Numbers.text = numbers
diff --git a/2d/finite_state_machine/player/bullet/bullet.gd b/2d/finite_state_machine/player/bullet/bullet.gd
index bce78634..573816f3 100644
--- a/2d/finite_state_machine/player/bullet/bullet.gd
+++ b/2d/finite_state_machine/player/bullet/bullet.gd
@@ -3,12 +3,14 @@ extends KinematicBody2D
var direction = Vector2()
export(float) var speed = 1000.0
+onready var root = get_tree().root
+
func _ready():
set_as_toplevel(true)
func _physics_process(delta):
- if is_outside_view_bounds():
+ if not root.get_visible_rect().has_point(position):
queue_free()
var motion = direction * speed * delta
@@ -17,10 +19,5 @@ func _physics_process(delta):
queue_free()
-func is_outside_view_bounds():
- return position.x > OS.get_screen_size().x or position.x < 0.0 \
- or position.y > OS.get_screen_size().y or position.y < 0.0
-
-
func _draw():
draw_circle(Vector2(), $CollisionShape2D.shape.radius, Color.white)
diff --git a/2d/finite_state_machine/player/player_state_machine.gd b/2d/finite_state_machine/player/player_state_machine.gd
index e3267677..261193ac 100644
--- a/2d/finite_state_machine/player/player_state_machine.gd
+++ b/2d/finite_state_machine/player/player_state_machine.gd
@@ -1,12 +1,18 @@
extends "res://state_machine/state_machine.gd"
+onready var idle = $Idle
+onready var move = $Move
+onready var jump = $Jump
+onready var stagger = $Stagger
+onready var attack = $Attack
+
func _ready():
states_map = {
- "idle": $Idle,
- "move": $Move,
- "jump": $Jump,
- "stagger": $Stagger,
- "attack": $Attack,
+ "idle": idle,
+ "move": move,
+ "jump": jump,
+ "stagger": stagger,
+ "attack": attack,
}
@@ -16,8 +22,8 @@ func _change_state(state_name):
return
if state_name in ["stagger", "jump", "attack"]:
states_stack.push_front(states_map[state_name])
- if state_name == "jump" and current_state == $Move:
- $Jump.initialize($Move.speed, $Move.velocity)
+ if state_name == "jump" and current_state == move:
+ jump.initialize(move.speed, move.velocity)
._change_state(state_name)
@@ -25,7 +31,7 @@ func _unhandled_input(event):
# Here we only handle input that can interrupt states, attacking in this case,
# otherwise we let the state node handle it.
if event.is_action_pressed("attack"):
- if current_state in [$Attack, $Stagger]:
+ if current_state in [attack, stagger]:
return
_change_state("attack")
return
diff --git a/2d/finite_state_machine/player/states/motion/in_air/jump.gd b/2d/finite_state_machine/player/states/motion/in_air/jump.gd
index da3be9c3..22cdd39c 100644
--- a/2d/finite_state_machine/player/states/motion/in_air/jump.gd
+++ b/2d/finite_state_machine/player/states/motion/in_air/jump.gd
@@ -22,6 +22,7 @@ func initialize(speed, velocity):
max_horizontal_speed = speed if speed > 0.0 else base_max_horizontal_speed
enter_velocity = velocity
+
func enter():
var input_direction = get_input_direction()
update_look_direction(input_direction)
@@ -31,6 +32,7 @@ func enter():
owner.get_node("AnimationPlayer").play("idle")
+
func update(delta):
var input_direction = get_input_direction()
update_look_direction(input_direction)
@@ -40,6 +42,7 @@ func update(delta):
if height <= 0.0:
emit_signal("finished", "previous")
+
func move_horizontally(delta, direction):
if direction:
horizontal_speed += air_acceleration * delta
@@ -53,6 +56,7 @@ func move_horizontally(delta, direction):
owner.move_and_slide(horizontal_velocity)
+
func animate_jump_height(delta):
vertical_speed -= gravity * delta
height += vertical_speed * delta
diff --git a/2d/finite_state_machine/player/states/motion/motion.gd b/2d/finite_state_machine/player/states/motion/motion.gd
index 943cd2b7..aaf9261b 100644
--- a/2d/finite_state_machine/player/states/motion/motion.gd
+++ b/2d/finite_state_machine/player/states/motion/motion.gd
@@ -7,9 +7,10 @@ func handle_input(event):
func get_input_direction():
- var input_direction = Vector2()
- input_direction.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
- input_direction.y = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
+ var input_direction = Vector2(
+ Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
+ Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
+ )
return input_direction
diff --git a/2d/finite_state_machine/state_machine/state_machine.gd b/2d/finite_state_machine/state_machine/state_machine.gd
index dc09581e..fec9c423 100644
--- a/2d/finite_state_machine/state_machine/state_machine.gd
+++ b/2d/finite_state_machine/state_machine/state_machine.gd
@@ -21,7 +21,9 @@ func _ready():
if not start_state:
start_state = get_child(0).get_path()
for child in get_children():
- child.connect("finished", self, "_change_state")
+ var err = child.connect("finished", self, "_change_state")
+ if err:
+ printerr(err)
initialize(start_state)
diff --git a/2d/gd_paint/PaintControl.gd b/2d/gd_paint/paint_control.gd
similarity index 98%
rename from 2d/gd_paint/PaintControl.gd
rename to 2d/gd_paint/paint_control.gd
index 2372112f..b97e5d02 100644
--- a/2d/gd_paint/PaintControl.gd
+++ b/2d/gd_paint/paint_control.gd
@@ -232,11 +232,9 @@ func _draw():
draw_circle(brush.brush_pos, brush.brush_shape_circle_radius, brush.brush_color)
-
func save_picture(path):
- # Wait a couple frames so the save dialog isn't in the way.
- yield (get_tree(), "idle_frame")
- yield (get_tree(), "idle_frame")
+ # Wait until the frame has finished before getting the texture.
+ yield(VisualServer, "frame_post_draw")
# Get the viewport image.
var img = get_viewport().get_texture().get_data()
diff --git a/2d/gd_paint/Paint_root.tscn b/2d/gd_paint/paint_root.tscn
similarity index 96%
rename from 2d/gd_paint/Paint_root.tscn
rename to 2d/gd_paint/paint_root.tscn
index d2ecdabe..23a9d85e 100644
--- a/2d/gd_paint/Paint_root.tscn
+++ b/2d/gd_paint/paint_root.tscn
@@ -1,8 +1,8 @@
[gd_scene load_steps=5 format=2]
-[ext_resource path="res://PaintControl.gd" type="Script" id=1]
-[ext_resource path="res://ToolsPanel.gd" type="Script" id=2]
-[ext_resource path="res://PaintTools.png" type="Texture" id=3]
+[ext_resource path="res://paint_control.gd" type="Script" id=1]
+[ext_resource path="res://tools_panel.gd" type="Script" id=2]
+[ext_resource path="res://paint_tools.png" type="Texture" id=3]
[sub_resource type="StyleBoxFlat" id=1]
bg_color = Color( 1, 1, 1, 1 )
diff --git a/2d/gd_paint/PaintTools.png b/2d/gd_paint/paint_tools.png
similarity index 100%
rename from 2d/gd_paint/PaintTools.png
rename to 2d/gd_paint/paint_tools.png
diff --git a/2d/gd_paint/PaintTools.png.import b/2d/gd_paint/paint_tools.png.import
similarity index 70%
rename from 2d/gd_paint/PaintTools.png.import
rename to 2d/gd_paint/paint_tools.png.import
index 8763b5e3..b4247fd7 100644
--- a/2d/gd_paint/PaintTools.png.import
+++ b/2d/gd_paint/paint_tools.png.import
@@ -2,15 +2,15 @@
importer="texture"
type="StreamTexture"
-path="res://.import/PaintTools.png-636e86a6d210b52282c946752bbcc6f1.stex"
+path="res://.import/paint_tools.png-224b64b7ddb26189a369199f6d686b79.stex"
metadata={
"vram_texture": false
}
[deps]
-source_file="res://PaintTools.png"
-dest_files=[ "res://.import/PaintTools.png-636e86a6d210b52282c946752bbcc6f1.stex" ]
+source_file="res://paint_tools.png"
+dest_files=[ "res://.import/paint_tools.png-224b64b7ddb26189a369199f6d686b79.stex" ]
[params]
diff --git a/2d/gd_paint/project.godot b/2d/gd_paint/project.godot
index 6859e203..7922e242 100644
--- a/2d/gd_paint/project.godot
+++ b/2d/gd_paint/project.godot
@@ -19,7 +19,7 @@ config/name="GD Paint"
config/description="GD Paint is a simple image editor made using Godot and GDScript.
It supports different types of 'brushes': a basic pen/pencil
and eraser, as well as a rectangle and a circle brush."
-run/main_scene="res://Paint_root.tscn"
+run/main_scene="res://paint_root.tscn"
config/icon="res://icon.png"
[display]
diff --git a/2d/gd_paint/ToolsPanel.gd b/2d/gd_paint/tools_panel.gd
similarity index 91%
rename from 2d/gd_paint/ToolsPanel.gd
rename to 2d/gd_paint/tools_panel.gd
index 894427b1..a5ea0a4e 100644
--- a/2d/gd_paint/ToolsPanel.gd
+++ b/2d/gd_paint/tools_panel.gd
@@ -1,20 +1,16 @@
extends Panel
-var paint_control
-
onready var brush_settings = $BrushSettings
-onready var label_tools = $LabelTools
-onready var label_brush_size = $BrushSettings/LabelBrushSize
-onready var label_brush_shape = $BrushSettings/LabelBrushShape
+onready var label_brush_size = brush_settings.get_node(@"LabelBrushSize")
+onready var label_brush_shape = brush_settings.get_node(@"LabelBrushShape")
onready var label_stats = $LabelStats
+onready var label_tools = $LabelTools
-var save_dialog
+onready var _parent = get_parent()
+onready var save_dialog = _parent.get_node(@"SaveFileDialog")
+onready var paint_control = _parent.get_node(@"PaintControl")
func _ready():
- # Get PaintControl and SaveFileDialog.
- paint_control = get_parent().get_node("PaintControl")
- save_dialog = get_parent().get_node("SaveFileDialog")
-
# warning-ignore-all:return_value_discarded
# Assign all of the needed signals for the oppersation buttons.
$ButtonUndo.connect("pressed", self, "button_pressed", ["undo_stroke"])
@@ -34,7 +30,7 @@ func _ready():
$ColorPickerBackground.connect("color_changed", self, "background_color_changed")
$BrushSettings/HScrollBarBrushSize.connect("value_changed", self, "brush_size_changed")
- # Assign the 'file_selected' signal in SaveFileDialog.
+ # Assign the "file_selected" signal in SaveFileDialog.
save_dialog.connect("file_selected", self, "save_file_selected")
# Set physics process so we can update the status label.
diff --git a/2d/hexagonal_map/troll.gd b/2d/hexagonal_map/troll.gd
index 10b7e641..383588f0 100644
--- a/2d/hexagonal_map/troll.gd
+++ b/2d/hexagonal_map/troll.gd
@@ -1,12 +1,13 @@
extends KinematicBody2D
const MOTION_SPEED = 160 # Pixels/second.
+const TAN30DEG = tan(deg2rad(30))
func _physics_process(_delta):
var motion = Vector2()
motion.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
motion.y = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
- motion.y *= 0.57735056839 # tan(30 degrees).
+ motion.y *= TAN30DEG
motion = motion.normalized() * MOTION_SPEED
#warning-ignore:return_value_discarded
move_and_slide(motion)
diff --git a/2d/isometric/troll.gd b/2d/isometric/troll.gd
index fa9f0704..7c5d1048 100644
--- a/2d/isometric/troll.gd
+++ b/2d/isometric/troll.gd
@@ -6,7 +6,7 @@ func _physics_process(_delta):
var motion = Vector2()
motion.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
motion.y = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
- motion.y *= 0.5
+ motion.y /= 2
motion = motion.normalized() * MOTION_SPEED
#warning-ignore:return_value_discarded
move_and_slide(motion)
diff --git a/2d/navigation/navigation.gd b/2d/navigation/navigation.gd
index d5934a6d..17967cf8 100644
--- a/2d/navigation/navigation.gd
+++ b/2d/navigation/navigation.gd
@@ -3,33 +3,35 @@ extends Navigation2D
export(float) var character_speed = 400.0
var path = []
+onready var character = $Character
+
func _process(delta):
var walk_distance = character_speed * delta
move_along_path(walk_distance)
-# The 'click' event is a custom input action defined in
+# The "click" event is a custom input action defined in
# Project > Project Settings > Input Map tab.
func _unhandled_input(event):
if not event.is_action_pressed("click"):
return
- _update_navigation_path($Character.position, get_local_mouse_position())
+ _update_navigation_path(character.position, get_local_mouse_position())
func move_along_path(distance):
- var last_point = $Character.position
+ var last_point = character.position
while path.size():
var distance_between_points = last_point.distance_to(path[0])
# The position to move to falls between two points.
if distance <= distance_between_points:
- $Character.position = last_point.linear_interpolate(path[0], distance / distance_between_points)
+ character.position = last_point.linear_interpolate(path[0], distance / distance_between_points)
return
# The position is past the end of the segment.
distance -= distance_between_points
last_point = path[0]
path.remove(0)
# The character reached the end of the path.
- $Character.position = last_point
+ character.position = last_point
set_process(false)
diff --git a/2d/navigation_astar/character.gd b/2d/navigation_astar/character.gd
index b61a231e..98a8eed9 100644
--- a/2d/navigation_astar/character.gd
+++ b/2d/navigation_astar/character.gd
@@ -2,6 +2,9 @@ extends Node2D
enum States { IDLE, FOLLOW }
+const MASS = 10.0
+const ARRIVE_DISTANCE = 10.0
+
export(float) var speed = 200.0
var _state = null
@@ -38,9 +41,6 @@ func _unhandled_input(event):
func _move_to(world_position):
- var MASS = 10.0
- var ARRIVE_DISTANCE = 10.0
-
var desired_velocity = (world_position - position).normalized() * speed
var steering = desired_velocity - _velocity
_velocity += steering / MASS
@@ -55,7 +55,7 @@ func _change_state(new_state):
if not _path or len(_path) == 1:
_change_state(States.IDLE)
return
- # The index 0 is the starting cell
- # we don't want the character to move back to it in this example
+ # The index 0 is the starting cell.
+ # We don't want the character to move back to it in this example.
_target_point_world = _path[1]
_state = new_state
diff --git a/2d/physics_platformer/player/player.gd b/2d/physics_platformer/player/player.gd
index 3667e106..a85eaa8d 100644
--- a/2d/physics_platformer/player/player.gd
+++ b/2d/physics_platformer/player/player.gd
@@ -47,6 +47,13 @@ var shoot_time = 1e20
var Bullet = preload("res://player/Bullet.tscn")
var Enemy = preload("res://enemy/Enemy.tscn")
+onready var sound_jump = $SoundJump
+onready var sound_shoot = $SoundShoot
+onready var sprite = $Sprite
+onready var sprite_smoke = sprite.get_node(@"Smoke")
+onready var animation_player = $AnimationPlayer
+onready var bullet_shoot = $BulletShoot
+
func _integrate_forces(s):
var lv = s.get_linear_velocity()
var step = s.get_step()
@@ -54,7 +61,7 @@ func _integrate_forces(s):
var new_anim = anim
var new_siding_left = siding_left
- # Get the controls.
+ # Get player input.
var move_left = Input.is_action_pressed("move_left")
var move_right = Input.is_action_pressed("move_right")
var jump = Input.is_action_pressed("jump")
@@ -124,7 +131,7 @@ func _integrate_forces(s):
lv.y = -JUMP_VELOCITY
jumping = true
stopping_jump = false
- ($SoundJump as AudioStreamPlayer2D).play()
+ sound_jump.play()
# Check siding.
if lv.x < 0 and move_left:
@@ -173,16 +180,16 @@ func _integrate_forces(s):
# Update siding.
if new_siding_left != siding_left:
if new_siding_left:
- ($Sprite as Sprite).scale.x = -1
+ sprite.scale.x = -1
else:
- ($Sprite as Sprite).scale.x = 1
+ sprite.scale.x = 1
siding_left = new_siding_left
# Change animation.
if new_anim != anim:
anim = new_anim
- ($AnimationPlayer as AnimationPlayer).play(anim)
+ animation_player.play(anim)
shooting = shoot
@@ -204,15 +211,15 @@ func _shot_bullet():
ss = -1.0
else:
ss = 1.0
- var pos = position + ($BulletShoot as Position2D).position * Vector2(ss, 1.0)
+ var pos = position + bullet_shoot.position * Vector2(ss, 1.0)
bi.position = pos
get_parent().add_child(bi)
bi.linear_velocity = Vector2(400.0 * ss, -40)
- ($Sprite/Smoke as Particles2D).restart()
- ($SoundShoot as AudioStreamPlayer2D).play()
+ sprite_smoke.restart()
+ sound_shoot.play()
add_collision_exception_with(bi) # Make bullet and this not collide.
diff --git a/2d/platformer/src/Actors/Enemy.gd b/2d/platformer/src/Actors/Enemy.gd
index 0ed30b5b..4bef2228 100644
--- a/2d/platformer/src/Actors/Enemy.gd
+++ b/2d/platformer/src/Actors/Enemy.gd
@@ -36,7 +36,14 @@ func _ready():
# - If you split the character into a state machine or more advanced pattern,
# you can easily move individual functions.
func _physics_process(_delta):
- _velocity = calculate_move_velocity(_velocity)
+ # If the enemy encounters a wall or an edge, the horizontal velocity is flipped.
+ if not floor_detector_left.is_colliding():
+ _velocity.x = speed.x
+ elif not floor_detector_right.is_colliding():
+ _velocity.x = -speed.x
+
+ if is_on_wall():
+ _velocity.x *= -1
# We only update the y value of _velocity as we want to handle the horizontal movement ourselves.
_velocity.y = move_and_slide(_velocity, FLOOR_NORMAL).y
@@ -49,22 +56,6 @@ func _physics_process(_delta):
animation_player.play(animation)
-# This function calculates a new velocity whenever you need it.
-# If the enemy encounters a wall or an edge, the horizontal velocity is flipped.
-func calculate_move_velocity(linear_velocity):
- var velocity = linear_velocity
-
- if not floor_detector_left.is_colliding():
- velocity.x = speed.x
- elif not floor_detector_right.is_colliding():
- velocity.x = -speed.x
-
- if is_on_wall():
- velocity.x *= -1
-
- return velocity
-
-
func destroy():
_state = State.DEAD
_velocity = Vector2.ZERO
diff --git a/2d/platformer/src/Actors/Gun.gd b/2d/platformer/src/Actors/Gun.gd
index 224363b2..9a146ed0 100644
--- a/2d/platformer/src/Actors/Gun.gd
+++ b/2d/platformer/src/Actors/Gun.gd
@@ -11,6 +11,7 @@ onready var sound_shoot = $Shoot
onready var timer = $Cooldown
+# This method is only called by Player.gd.
func shoot(direction = 1):
if not timer.is_stopped():
return false
diff --git a/2d/platformer/src/Actors/Player.gd b/2d/platformer/src/Actors/Player.gd
index eca4d727..fb623f06 100644
--- a/2d/platformer/src/Actors/Player.gd
+++ b/2d/platformer/src/Actors/Player.gd
@@ -7,10 +7,10 @@ const FLOOR_DETECT_DISTANCE = 20.0
export(String) var action_suffix = ""
onready var platform_detector = $PlatformDetector
-onready var sprite = $Sprite
onready var animation_player = $AnimationPlayer
onready var shoot_timer = $ShootAnimation
-onready var gun = $Sprite/Gun
+onready var sprite = $Sprite
+onready var gun = sprite.get_node(@"Gun")
func _ready():
diff --git a/2d/platformer/src/Objects/Coin.gd b/2d/platformer/src/Objects/Coin.gd
index 7cd6eb32..10575c36 100644
--- a/2d/platformer/src/Objects/Coin.gd
+++ b/2d/platformer/src/Objects/Coin.gd
@@ -7,7 +7,7 @@ onready var animation_player = $AnimationPlayer
# The Coins only detects collisions with the Player thanks to its collision mask.
# This prevents other characters such as enemies from picking up coins.
-# When the player collides with a coin, the coin plays its 'picked' animation.
+# When the player collides with a coin, the coin plays its "picked" animation.
# The animation takes cares of making the coin disappear, but also deactivates its
# collisions and frees it from memory, saving us from writing more complex code.
# Click the AnimationPlayer node to see the animation timeline.
diff --git a/2d/pong/scripts/ball.gd b/2d/pong/logic/ball.gd
similarity index 100%
rename from 2d/pong/scripts/ball.gd
rename to 2d/pong/logic/ball.gd
diff --git a/2d/pong/scripts/ceiling_floor.gd b/2d/pong/logic/ceiling_floor.gd
similarity index 100%
rename from 2d/pong/scripts/ceiling_floor.gd
rename to 2d/pong/logic/ceiling_floor.gd
diff --git a/2d/pong/scripts/paddle.gd b/2d/pong/logic/paddle.gd
similarity index 100%
rename from 2d/pong/scripts/paddle.gd
rename to 2d/pong/logic/paddle.gd
diff --git a/2d/pong/scripts/wall.gd b/2d/pong/logic/wall.gd
similarity index 100%
rename from 2d/pong/scripts/wall.gd
rename to 2d/pong/logic/wall.gd
diff --git a/2d/pong/pong.tscn b/2d/pong/pong.tscn
index d9942945..ee2f72e0 100644
--- a/2d/pong/pong.tscn
+++ b/2d/pong/pong.tscn
@@ -1,13 +1,13 @@
[gd_scene load_steps=13 format=2]
-[ext_resource path="res://scripts/paddle.gd" type="Script" id=1]
+[ext_resource path="res://logic/paddle.gd" type="Script" id=1]
[ext_resource path="res://left_pallete.png" type="Texture" id=2]
[ext_resource path="res://right_pallete.png" type="Texture" id=3]
-[ext_resource path="res://scripts/ball.gd" type="Script" id=4]
+[ext_resource path="res://logic/ball.gd" type="Script" id=4]
[ext_resource path="res://ball.png" type="Texture" id=5]
[ext_resource path="res://separator.png" type="Texture" id=6]
-[ext_resource path="res://scripts/wall.gd" type="Script" id=7]
-[ext_resource path="res://scripts/ceiling_floor.gd" type="Script" id=8]
+[ext_resource path="res://logic/wall.gd" type="Script" id=7]
+[ext_resource path="res://logic/ceiling_floor.gd" type="Script" id=8]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 4, 16 )
diff --git a/2d/role_playing_game/grid_movement/pawns/Actor.gd b/2d/role_playing_game/grid_movement/pawns/Actor.gd
index 3bea223b..4b4e4b06 100644
--- a/2d/role_playing_game/grid_movement/pawns/Actor.gd
+++ b/2d/role_playing_game/grid_movement/pawns/Actor.gd
@@ -1,4 +1,4 @@
-extends 'Pawn.gd'
+extends "Pawn.gd"
onready var Grid = get_parent()
var lost = false
diff --git a/2d/role_playing_game/grid_movement/pawns/Character.gd b/2d/role_playing_game/grid_movement/pawns/Character.gd
index 39011fb7..e8adacaa 100644
--- a/2d/role_playing_game/grid_movement/pawns/Character.gd
+++ b/2d/role_playing_game/grid_movement/pawns/Character.gd
@@ -1,7 +1,7 @@
-extends 'Pawn.gd'
+extends "Pawn.gd"
#warning-ignore:unused_class_variable
-export (PackedScene) var combat_actor
+export(PackedScene) var combat_actor
#warning-ignore:unused_class_variable
var lost = false
diff --git a/2d/role_playing_game/grid_movement/pawns/IdleActor.gd b/2d/role_playing_game/grid_movement/pawns/IdleActor.gd
index da9069ca..64bab0e8 100644
--- a/2d/role_playing_game/grid_movement/pawns/IdleActor.gd
+++ b/2d/role_playing_game/grid_movement/pawns/IdleActor.gd
@@ -1,4 +1,4 @@
-extends 'Actor.gd'
+extends "Actor.gd"
func _ready():
set_process(false)
diff --git a/2d/role_playing_game/grid_movement/pawns/Walker.gd b/2d/role_playing_game/grid_movement/pawns/Walker.gd
index bd21596b..b305446b 100644
--- a/2d/role_playing_game/grid_movement/pawns/Walker.gd
+++ b/2d/role_playing_game/grid_movement/pawns/Walker.gd
@@ -1,8 +1,8 @@
-extends 'Pawn.gd'
+extends "Pawn.gd"
onready var Grid = get_parent()
#warning-ignore:unused_class_variable
-export (PackedScene) var combat_actor
+export(PackedScene) var combat_actor
#warning-ignore:unused_class_variable
var lost = false
diff --git a/2d/role_playing_game/screens/combat/interface/UI.gd b/2d/role_playing_game/screens/combat/interface/UI.gd
index bf6008cf..8644bf23 100644
--- a/2d/role_playing_game/screens/combat/interface/UI.gd
+++ b/2d/role_playing_game/screens/combat/interface/UI.gd
@@ -1,7 +1,7 @@
extends Control
-export (NodePath) var combatants_node
-export (PackedScene) var info_scene
+export(NodePath) var combatants_node
+export(PackedScene) var info_scene
func _ready():
combatants_node = get_node(combatants_node)
diff --git a/3d/material_testers/tester.gd b/3d/material_testers/tester.gd
index d2d6dbd0..a27788a5 100644
--- a/3d/material_testers/tester.gd
+++ b/3d/material_testers/tester.gd
@@ -33,7 +33,7 @@ func _ready():
func _unhandled_input(ev):
- if ev is InputEventMouseButton :
+ if ev is InputEventMouseButton:
if ev.button_index == BUTTON_WHEEL_UP:
zoom -= ZOOM_SPEED
if ev.button_index == BUTTON_WHEEL_DOWN:
diff --git a/3d/physics_tests/tests.gd b/3d/physics_tests/tests.gd
index d5e31cf8..02544820 100644
--- a/3d/physics_tests/tests.gd
+++ b/3d/physics_tests/tests.gd
@@ -3,20 +3,20 @@ extends Node
var _tests = [
{
- "id" : "Functional Tests/Shapes",
- "path" : "res://tests/functional/test_shapes.tscn",
+ "id": "Functional Tests/Shapes",
+ "path": "res://tests/functional/test_shapes.tscn",
},
{
- "id" : "Functional Tests/Compound Shapes",
- "path" : "res://tests/functional/test_compound_shapes.tscn",
+ "id": "Functional Tests/Compound Shapes",
+ "path": "res://tests/functional/test_compound_shapes.tscn",
},
{
- "id" : "Functional Tests/Friction",
- "path" : "res://tests/functional/test_friction.tscn",
+ "id": "Functional Tests/Friction",
+ "path": "res://tests/functional/test_friction.tscn",
},
{
- "id" : "Performance Tests/Contacts",
- "path" : "res://tests/performance/test_perf_contacts.tscn",
+ "id": "Performance Tests/Contacts",
+ "path": "res://tests/performance/test_perf_contacts.tscn",
},
]
diff --git a/3d/physics_tests/tests_menu.gd b/3d/physics_tests/tests_menu.gd
index 0a38041d..ffe116ad 100644
--- a/3d/physics_tests/tests_menu.gd
+++ b/3d/physics_tests/tests_menu.gd
@@ -1,7 +1,7 @@
extends OptionMenu
-class TestData :
+class TestData:
var id
var scene_path
diff --git a/misc/sensors/main.gd b/misc/sensors/main.gd
index feefa11a..28e51417 100644
--- a/misc/sensors/main.gd
+++ b/misc/sensors/main.gd
@@ -98,9 +98,9 @@ func _process(delta):
var gyro = Input.get_gyroscope()
# Show our base values
- get_node("Control/Accelerometer").text = 'Accelerometer: ' + str(acc) + ', gravity: ' + str(grav)
- get_node("Control/Magnetometer").text = 'Magnetometer: ' + str(mag)
- get_node("Control/Gyroscope").text = 'Gyroscope: ' + str(gyro)
+ get_node("Control/Accelerometer").text = "Accelerometer: " + str(acc) + ", gravity: " + str(grav)
+ get_node("Control/Magnetometer").text = "Magnetometer: " + str(mag)
+ get_node("Control/Gyroscope").text = "Gyroscope: " + str(gyro)
# Check if we have all needed data
if grav.length() < 0.1:
@@ -136,5 +136,3 @@ func _process(delta):
var gyro_and_grav = get_node("Boxes/GyroAndGrav")
var new_basis = rotate_by_gyro(gyro, gyro_and_grav.transform.basis, delta).orthonormalized()
gyro_and_grav.transform.basis = drift_correction(new_basis, grav)
-
-
diff --git a/misc/tween/main.gd b/misc/tween/main.gd
index c900b05b..e6c2a9a4 100644
--- a/misc/tween/main.gd
+++ b/misc/tween/main.gd
@@ -111,8 +111,8 @@ func reset_tween():
tween.interpolate_property(sprite, "rotation_degrees", 360, 0, 2, state.trans, state.eases, 2)
if $Modes/Callback.is_pressed():
- tween.interpolate_callback(self, 0.5, "on_callback", "0.5 second's after")
- tween.interpolate_callback(self, 0.2, "on_callback", "1.2 second's after")
+ tween.interpolate_callback(self, 0.5, "on_callback", "0.5 seconds after")
+ tween.interpolate_callback(self, 0.2, "on_callback", "1.2 seconds after")
if $Modes/Follow.is_pressed():
follow.show()
diff --git a/mono/2.5d/2.5D Demo (Mono C#).csproj b/mono/2.5d/2.5D Demo (Mono C#).csproj
index 0dbfc3d1..35a8c87a 100644
--- a/mono/2.5d/2.5D Demo (Mono C#).csproj
+++ b/mono/2.5d/2.5D Demo (Mono C#).csproj
@@ -11,10 +11,11 @@
v4.5
.mono/temp/obj
$(BaseIntermediateOutputPath)/$(Configuration)
- Debug
- Release
+ Debug
+ Release
+ 1.0.0.0
-
+
true
portable
false
@@ -23,7 +24,7 @@
4
false
-
+
portable
true
$(GodotDefineConstants);GODOT;
@@ -31,7 +32,7 @@
4
false
-
+
true
portable
false
@@ -45,7 +46,7 @@
False
$(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/GodotSharp.dll
-
+
False
$(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/GodotSharpEditor.dll
@@ -63,5 +64,11 @@
+
+
+ 1.0.0
+ All
+
+
-
+
\ No newline at end of file
diff --git a/mono/2.5d/2.5D Demo (Mono C#).sln b/mono/2.5d/2.5D Demo (Mono C#).sln
index d979d457..0175e811 100644
--- a/mono/2.5d/2.5D Demo (Mono C#).sln
+++ b/mono/2.5d/2.5D Demo (Mono C#).sln
@@ -5,15 +5,15 @@ EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
- Release|Any CPU = Release|Any CPU
- Tools|Any CPU = Tools|Any CPU
+ ExportDebug|Any CPU = ExportDebug|Any CPU
+ ExportRelease|Any CPU = ExportRelease|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{5CA791DB-5050-44D0-989B-41D559AB1D50}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{5CA791DB-5050-44D0-989B-41D559AB1D50}.Debug|Any CPU.Build.0 = Debug|Any CPU
- {5CA791DB-5050-44D0-989B-41D559AB1D50}.Release|Any CPU.ActiveCfg = Release|Any CPU
- {5CA791DB-5050-44D0-989B-41D559AB1D50}.Release|Any CPU.Build.0 = Release|Any CPU
- {5CA791DB-5050-44D0-989B-41D559AB1D50}.Tools|Any CPU.ActiveCfg = Tools|Any CPU
- {5CA791DB-5050-44D0-989B-41D559AB1D50}.Tools|Any CPU.Build.0 = Tools|Any CPU
+ {5CA791DB-5050-44D0-989B-41D559AB1D50}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
+ {5CA791DB-5050-44D0-989B-41D559AB1D50}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
+ {5CA791DB-5050-44D0-989B-41D559AB1D50}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
+ {5CA791DB-5050-44D0-989B-41D559AB1D50}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
EndGlobalSection
EndGlobal
diff --git a/mono/README.md b/mono/README.md
new file mode 100644
index 00000000..9fae9115
--- /dev/null
+++ b/mono/README.md
@@ -0,0 +1,4 @@
+# Note: Godot 3.2.2 or newer is required
+
+While most of the demos work with any 3.2.x version, these demos require
+at least Godot 3.2.2 since there are large C#-specific changes in 3.2.2.
diff --git a/mono/dodge_the_creeps/Dodge the Creeps with C#.csproj b/mono/dodge_the_creeps/Dodge the Creeps with C#.csproj
index a8605624..86ec3a9e 100644
--- a/mono/dodge_the_creeps/Dodge the Creeps with C#.csproj
+++ b/mono/dodge_the_creeps/Dodge the Creeps with C#.csproj
@@ -1,7 +1,7 @@
- Tools
+ Debug
AnyCPU
{75CB0382-CCCC-4A4D-ABF0-C6CD04D9F832}
Library
@@ -12,10 +12,10 @@
1.0.7374.16792
.mono\temp\obj
$(BaseIntermediateOutputPath)\$(Configuration)
- Debug
- Release
+ Debug
+ Release
-
+
true
portable
false
@@ -24,7 +24,7 @@
4
false
-
+
portable
true
$(GodotDefineConstants);GODOT;
@@ -32,7 +32,7 @@
4
false
-
+
true
portable
false
@@ -43,12 +43,12 @@
- $(ProjectDir)\.mono\assemblies\$(ApiConfiguration)\GodotSharp.dll
False
+ $(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/GodotSharp.dll
-
- $(ProjectDir)\.mono\assemblies\$(ApiConfiguration)\GodotSharpEditor.dll
+
False
+ $(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/GodotSharpEditor.dll
@@ -59,5 +59,11 @@
+
+
+ 1.0.0
+ All
+
+
\ No newline at end of file
diff --git a/mono/dodge_the_creeps/Dodge the Creeps with C#.sln b/mono/dodge_the_creeps/Dodge the Creeps with C#.sln
index 7e369f97..23b34d8b 100644
--- a/mono/dodge_the_creeps/Dodge the Creeps with C#.sln
+++ b/mono/dodge_the_creeps/Dodge the Creeps with C#.sln
@@ -5,15 +5,15 @@ EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
- Release|Any CPU = Release|Any CPU
- Tools|Any CPU = Tools|Any CPU
+ ExportDebug|Any CPU = ExportDebug|Any CPU
+ ExportRelease|Any CPU = ExportRelease|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{75CB0382-CCCC-4A4D-ABF0-C6CD04D9F832}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{75CB0382-CCCC-4A4D-ABF0-C6CD04D9F832}.Debug|Any CPU.Build.0 = Debug|Any CPU
- {75CB0382-CCCC-4A4D-ABF0-C6CD04D9F832}.Release|Any CPU.ActiveCfg = Release|Any CPU
- {75CB0382-CCCC-4A4D-ABF0-C6CD04D9F832}.Release|Any CPU.Build.0 = Release|Any CPU
- {75CB0382-CCCC-4A4D-ABF0-C6CD04D9F832}.Tools|Any CPU.ActiveCfg = Tools|Any CPU
- {75CB0382-CCCC-4A4D-ABF0-C6CD04D9F832}.Tools|Any CPU.Build.0 = Tools|Any CPU
+ {75CB0382-CCCC-4A4D-ABF0-C6CD04D9F832}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
+ {75CB0382-CCCC-4A4D-ABF0-C6CD04D9F832}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
+ {75CB0382-CCCC-4A4D-ABF0-C6CD04D9F832}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
+ {75CB0382-CCCC-4A4D-ABF0-C6CD04D9F832}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
EndGlobalSection
EndGlobal
diff --git a/mono/dodge_the_creeps/Main.cs b/mono/dodge_the_creeps/Main.cs
index 282ab7e0..8b89d106 100644
--- a/mono/dodge_the_creeps/Main.cs
+++ b/mono/dodge_the_creeps/Main.cs
@@ -73,13 +73,13 @@ public class Main : Node
AddChild(mobInstance);
// Set the mob's direction perpendicular to the path direction.
- float direction = mobSpawnLocation.Rotation + Mathf.Pi / 2;
+ float direction = mobSpawnLocation.Rotation + Mathf.Tau / 4;
// Set the mob's position to a random location.
mobInstance.Position = mobSpawnLocation.Position;
// Add some randomness to the direction.
- direction += RandRange(-Mathf.Pi / 4, Mathf.Pi / 4);
+ direction += RandRange(-Mathf.Tau / 8, Mathf.Tau / 8);
mobInstance.Rotation = direction;
// Choose the velocity.
diff --git a/mono/pong/Scripts/Ball.cs b/mono/pong/Logic/Ball.cs
similarity index 100%
rename from mono/pong/Scripts/Ball.cs
rename to mono/pong/Logic/Ball.cs
diff --git a/mono/pong/Scripts/CeilingFloor.cs b/mono/pong/Logic/CeilingFloor.cs
similarity index 100%
rename from mono/pong/Scripts/CeilingFloor.cs
rename to mono/pong/Logic/CeilingFloor.cs
diff --git a/mono/pong/Scripts/Paddle.cs b/mono/pong/Logic/Paddle.cs
similarity index 100%
rename from mono/pong/Scripts/Paddle.cs
rename to mono/pong/Logic/Paddle.cs
diff --git a/mono/pong/Scripts/Wall.cs b/mono/pong/Logic/Wall.cs
similarity index 100%
rename from mono/pong/Scripts/Wall.cs
rename to mono/pong/Logic/Wall.cs
diff --git a/mono/pong/Pong with C#.csproj b/mono/pong/Pong with C#.csproj
index 4ac27b57..85980ee2 100644
--- a/mono/pong/Pong with C#.csproj
+++ b/mono/pong/Pong with C#.csproj
@@ -11,10 +11,11 @@
v4.5
.mono/temp/obj
$(BaseIntermediateOutputPath)/$(Configuration)
- Debug
- Release
+ Debug
+ Release
+ 1.0.0.0
-
+
true
portable
false
@@ -23,7 +24,7 @@
4
false
-
+
portable
true
$(GodotDefineConstants);GODOT;
@@ -31,7 +32,7 @@
4
false
-
+
true
portable
false
@@ -45,7 +46,7 @@
False
$(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/GodotSharp.dll
-
+
False
$(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/GodotSharpEditor.dll
@@ -53,10 +54,16 @@
-
-
-
-
+
+
+
+
+
+
+
+ 1.0.0
+ All
+
\ No newline at end of file
diff --git a/mono/pong/Pong with C#.sln b/mono/pong/Pong with C#.sln
index aea56c5d..7f5db47c 100644
--- a/mono/pong/Pong with C#.sln
+++ b/mono/pong/Pong with C#.sln
@@ -5,15 +5,15 @@ EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
- Release|Any CPU = Release|Any CPU
- Tools|Any CPU = Tools|Any CPU
+ ExportDebug|Any CPU = ExportDebug|Any CPU
+ ExportRelease|Any CPU = ExportRelease|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{EBA5981B-C37E-48C5-A3B6-4390D9834F9A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{EBA5981B-C37E-48C5-A3B6-4390D9834F9A}.Debug|Any CPU.Build.0 = Debug|Any CPU
- {EBA5981B-C37E-48C5-A3B6-4390D9834F9A}.Release|Any CPU.ActiveCfg = Release|Any CPU
- {EBA5981B-C37E-48C5-A3B6-4390D9834F9A}.Release|Any CPU.Build.0 = Release|Any CPU
- {EBA5981B-C37E-48C5-A3B6-4390D9834F9A}.Tools|Any CPU.ActiveCfg = Tools|Any CPU
- {EBA5981B-C37E-48C5-A3B6-4390D9834F9A}.Tools|Any CPU.Build.0 = Tools|Any CPU
+ {EBA5981B-C37E-48C5-A3B6-4390D9834F9A}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
+ {EBA5981B-C37E-48C5-A3B6-4390D9834F9A}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
+ {EBA5981B-C37E-48C5-A3B6-4390D9834F9A}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
+ {EBA5981B-C37E-48C5-A3B6-4390D9834F9A}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
EndGlobalSection
EndGlobal
diff --git a/mono/pong/pong.tscn b/mono/pong/pong.tscn
index 9724a5d8..d5401a8a 100644
--- a/mono/pong/pong.tscn
+++ b/mono/pong/pong.tscn
@@ -1,13 +1,13 @@
[gd_scene load_steps=13 format=2]
-[ext_resource path="res://Scripts/Paddle.cs" type="Script" id=1]
+[ext_resource path="res://Logic/Paddle.cs" type="Script" id=1]
[ext_resource path="res://left_pallete.png" type="Texture" id=2]
[ext_resource path="res://right_pallete.png" type="Texture" id=3]
-[ext_resource path="res://Scripts/Ball.cs" type="Script" id=4]
+[ext_resource path="res://Logic/Ball.cs" type="Script" id=4]
[ext_resource path="res://ball.png" type="Texture" id=5]
[ext_resource path="res://separator.png" type="Texture" id=6]
-[ext_resource path="res://Scripts/Wall.cs" type="Script" id=7]
-[ext_resource path="res://Scripts/CeilingFloor.cs" type="Script" id=8]
+[ext_resource path="res://Logic/Wall.cs" type="Script" id=7]
+[ext_resource path="res://Logic/CeilingFloor.cs" type="Script" id=8]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 4, 16 )
diff --git a/networking/multiplayer_pong/ball.tscn b/networking/multiplayer_pong/ball.tscn
index 3972f3c5..57bf92e5 100644
--- a/networking/multiplayer_pong/ball.tscn
+++ b/networking/multiplayer_pong/ball.tscn
@@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=2]
-[ext_resource path="res://scripts/ball.gd" type="Script" id=1]
+[ext_resource path="res://logic/ball.gd" type="Script" id=1]
[ext_resource path="res://ball.png" type="Texture" id=2]
[sub_resource type="CircleShape2D" id=1]
diff --git a/networking/multiplayer_pong/lobby.tscn b/networking/multiplayer_pong/lobby.tscn
index 998a1b6e..6dfdf808 100644
--- a/networking/multiplayer_pong/lobby.tscn
+++ b/networking/multiplayer_pong/lobby.tscn
@@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=2]
-[ext_resource path="res://scripts/lobby.gd" type="Script" id=1]
+[ext_resource path="res://logic/lobby.gd" type="Script" id=1]
[node name="Lobby" type="Control"]
anchor_left = 0.5
diff --git a/networking/multiplayer_pong/scripts/ball.gd b/networking/multiplayer_pong/logic/ball.gd
similarity index 100%
rename from networking/multiplayer_pong/scripts/ball.gd
rename to networking/multiplayer_pong/logic/ball.gd
diff --git a/networking/multiplayer_pong/scripts/lobby.gd b/networking/multiplayer_pong/logic/lobby.gd
similarity index 100%
rename from networking/multiplayer_pong/scripts/lobby.gd
rename to networking/multiplayer_pong/logic/lobby.gd
diff --git a/networking/multiplayer_pong/scripts/paddle.gd b/networking/multiplayer_pong/logic/paddle.gd
similarity index 100%
rename from networking/multiplayer_pong/scripts/paddle.gd
rename to networking/multiplayer_pong/logic/paddle.gd
diff --git a/networking/multiplayer_pong/scripts/pong.gd b/networking/multiplayer_pong/logic/pong.gd
similarity index 100%
rename from networking/multiplayer_pong/scripts/pong.gd
rename to networking/multiplayer_pong/logic/pong.gd
diff --git a/networking/multiplayer_pong/paddle.tscn b/networking/multiplayer_pong/paddle.tscn
index 3259ccd9..0385b831 100644
--- a/networking/multiplayer_pong/paddle.tscn
+++ b/networking/multiplayer_pong/paddle.tscn
@@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=2]
-[ext_resource path="res://scripts/paddle.gd" type="Script" id=1]
+[ext_resource path="res://logic/paddle.gd" type="Script" id=1]
[ext_resource path="res://paddle.png" type="Texture" id=2]
[sub_resource type="CapsuleShape2D" id=1]
diff --git a/networking/multiplayer_pong/pong.tscn b/networking/multiplayer_pong/pong.tscn
index a2f83500..b61c0752 100644
--- a/networking/multiplayer_pong/pong.tscn
+++ b/networking/multiplayer_pong/pong.tscn
@@ -1,6 +1,6 @@
[gd_scene load_steps=5 format=2]
-[ext_resource path="res://scripts/pong.gd" type="Script" id=1]
+[ext_resource path="res://logic/pong.gd" type="Script" id=1]
[ext_resource path="res://separator.png" type="Texture" id=2]
[ext_resource path="res://paddle.tscn" type="PackedScene" id=3]
[ext_resource path="res://ball.tscn" type="PackedScene" id=4]
diff --git a/networking/webrtc_signaling/client/multiplayer_client.gd b/networking/webrtc_signaling/client/multiplayer_client.gd
index 154c1be2..4f088a23 100644
--- a/networking/webrtc_signaling/client/multiplayer_client.gd
+++ b/networking/webrtc_signaling/client/multiplayer_client.gd
@@ -30,7 +30,7 @@ func stop():
func _create_peer(id):
- var peer : WebRTCPeerConnection = WebRTCPeerConnection.new()
+ var peer: WebRTCPeerConnection = WebRTCPeerConnection.new()
peer.initialize({
"iceServers": [ { "urls": ["stun:stun.l.google.com:19302"] } ]
})
diff --git a/networking/webrtc_signaling/client/ws_webrtc_client.gd b/networking/webrtc_signaling/client/ws_webrtc_client.gd
index 5e88a7a6..f95a7d76 100644
--- a/networking/webrtc_signaling/client/ws_webrtc_client.gd
+++ b/networking/webrtc_signaling/client/ws_webrtc_client.gd
@@ -52,13 +52,13 @@ func _connected(protocol = ""):
func _parse_msg():
- var pkt_str : String = client.get_peer(1).get_packet().get_string_from_utf8()
+ var pkt_str: String = client.get_peer(1).get_packet().get_string_from_utf8()
- var req : PoolStringArray = pkt_str.split('\n', true, 1)
+ var req: PoolStringArray = pkt_str.split("\n", true, 1)
if req.size() != 2: # Invalid request size
return
- var type : String = req[0]
+ var type: String = req[0]
if type.length() < 3: # Invalid type size
return
@@ -69,11 +69,11 @@ func _parse_msg():
emit_signal("lobby_sealed")
return
- var src_str : String = type.substr(3, type.length() - 3)
+ var src_str: String = type.substr(3, type.length() - 3)
if not src_str.is_valid_integer(): # Source id is not an integer
return
- var src_id : int = int(src_str)
+ var src_id: int = int(src_str)
if type.begins_with("I: "):
emit_signal("connected", src_id)
@@ -91,7 +91,7 @@ func _parse_msg():
emit_signal("answer_received", src_id, req[1])
elif type.begins_with("C: "):
# Candidate received
- var candidate : PoolStringArray = req[1].split('\n', false)
+ var candidate: PoolStringArray = req[1].split("\n", false)
if candidate.size() != 3:
return
if not candidate[1].is_valid_integer():
@@ -124,6 +124,6 @@ func _send_msg(type, id, data) -> int:
func _process(delta):
- var status : int = client.get_connection_status()
+ var status: int = client.get_connection_status()
if status == WebSocketClient.CONNECTION_CONNECTING or status == WebSocketClient.CONNECTION_CONNECTED:
client.poll()
diff --git a/networking/webrtc_signaling/demo/client_ui.gd b/networking/webrtc_signaling/demo/client_ui.gd
index a61dc110..3b862ee8 100644
--- a/networking/webrtc_signaling/demo/client_ui.gd
+++ b/networking/webrtc_signaling/demo/client_ui.gd
@@ -43,11 +43,11 @@ func _mp_server_disconnect():
_log("Multiplayer is disconnected (I am %d)" % client.rtc_mp.get_unique_id())
-func _mp_peer_connected(id : int):
+func _mp_peer_connected(id: int):
_log("Multiplayer peer %d connected" % id)
-func _mp_peer_disconnected(id : int):
+func _mp_peer_disconnected(id: int):
_log("Multiplayer peer %d disconnected" % id)
diff --git a/networking/webrtc_signaling/server/ws_webrtc_server.gd b/networking/webrtc_signaling/server/ws_webrtc_server.gd
index 5c1833c6..d40cd6f8 100644
--- a/networking/webrtc_signaling/server/ws_webrtc_server.gd
+++ b/networking/webrtc_signaling/server/ws_webrtc_server.gd
@@ -22,18 +22,18 @@ class Peer extends Reference:
class Lobby extends Reference:
- var peers : Array = []
- var host : int = -1
- var sealed : bool = false
+ var peers: Array = []
+ var host: int = -1
+ var sealed: bool = false
var time = 0
- func _init(host_id : int):
+ func _init(host_id: int):
host = host_id
func join(peer_id, server) -> bool:
if sealed: return false
if not server.has_peer(peer_id): return false
- var new_peer : WebSocketPeer = server.get_peer(peer_id)
+ var new_peer: WebSocketPeer = server.get_peer(peer_id)
new_peer.put_packet(("I: %d\n" % (1 if peer_id == host else peer_id)).to_utf8())
for p in peers:
if not server.has_peer(p):
@@ -156,7 +156,7 @@ func _on_data(id):
func _parse_msg(id) -> bool:
var pkt_str: String = server.get_peer(id).get_packet().get_string_from_utf8()
- var req = pkt_str.split('\n', true, 1)
+ var req = pkt_str.split("\n", true, 1)
if req.size() != 2: # Invalid request size
return false
@@ -181,11 +181,11 @@ func _parse_msg(id) -> bool:
# Client is sealing the room
return lobby.seal(id, server)
- var dest_str : String = type.substr(3, type.length() - 3)
+ var dest_str: String = type.substr(3, type.length() - 3)
if not dest_str.is_valid_integer(): # Destination id is not an integer
return false
- var dest_id : int = int(dest_str)
+ var dest_id: int = int(dest_str)
if dest_id == NetworkedMultiplayerPeer.TARGET_PEER_SERVER:
dest_id = lobby.host
diff --git a/plugins/addons/material_creator/material_creator.gd b/plugins/addons/material_creator/material_creator.gd
index 173b387b..1a28f08e 100644
--- a/plugins/addons/material_creator/material_creator.gd
+++ b/plugins/addons/material_creator/material_creator.gd
@@ -31,7 +31,7 @@ func apply_pressed():
printerr("Material Creator: Can't apply the material, because there are no nodes selected!")
var material = _silly_resource_from_values().make_material()
- # Go through the selected nodes and see if they have the 'set_surface_material'
+ # Go through the selected nodes and see if they have the "set_surface_material"
# function (which only MeshInstance has by default). If they do, then set the material
# to the silly material.
for node in selected_nodes: